We Are Ninja

I was fumbling around the new content and happened upon the weapons upgrade section in my MOC. It's literally like Benny's Customs, but with guns. There aren't any new weapons per se, but several of your old guns can be upgraded in literal Benny style; the guns appearance changes completely. It's not a skin or a livery, it's an entirely different weapon model.

Some of the mods are locked, but some aren't. The difference in appearance, damage, etc. is incredible. They even SOUND different. Think how fearsome guns sounded in Red Dead Redemption. It's like that. I'm only a little bit in, and I've invested several hundred thousand dollars into each gun... Barrels, muzzles, liveries, etchings, camo, tracer rounds, armor-piercing rounds, full metal jackets. It is insane.

Mod-able weapons so far:

Pistol

Assault Rifle

Carbine

Combat Machine Gun

Heavy Sniper

Sub-machine gun

Mod-able parts:

Scopes

Flashlights

Grips

Barrels

Muzzles/Suppressors/Compensators

Clips

Magazines

Livery

Tints

Revert (For when you wanna go back to your mk1 weapon)

I had to log off and go to work, so I couldn't get all the details I wanted, so this thread is a work in progress. Please feel free to contribute any knowledge and experiences. That said, I was on the fence prior to this DLC dropping, but the gunplay looks to be seriously changed.

HometownLC

PSA: Be aware that while most specialty ammo upgrades increase the damage you deal they severely limit your ammo capacity and are unable to be restocked normally.

I haven't had a chance to research any additional ammo types but tracers were unlocked from the start.

When you switch ammo types, the gun draws from a separate pool than the rest of the weapons in the same class.

Ex. The Combat MG with tracers no longer shares ammo with the regular MG or the Gusenburg.

This separate ammo pool has a lower cap than regular ammo; the tracers had a cap of 500 rounds. I'm a pretty sure the other specialty rounds will work the same way.

You also can't restock special ammo from the interaction menu or ammunation stores either. You have to restock from the MOC. I'm assuming they did this for balancing purposes since in the stats screen it shows that specialty ammo increases gun damage.

Side note: Tracers are pretty disappointing to be honest. The visual effect is underwhelming, even at night. Since it doesn't even increase your gun's damage it's essentially just a nerf to your ammo capacity lol.

FrostyJ

^ seems like even less than that depending on the gun. Its only letting me hold 240 rounds total with incendiary rounds for the AK. As far as unlocking mods you have to invest and make your staff do Research in the bunker. Research can be fast tracked by paying an extra couple hundred thousand.

We Are Ninja

PSA: Be aware that while most specialty ammo upgrades increase the damage you deal they severely limit your ammo capacity and are unable to be restocked normally.

I haven't had a chance to research any additional ammo types but tracers were unlocked from the start.

When you switch ammo types, the gun draws from a separate pool than the rest of the weapons in the same class.

Ex. The Combat MG with tracers no longer shares ammo with the regular MG or the Gusenburg.

This separate ammo pool has a lower cap than regular ammo; the tracers had a cap of 500 rounds. I'm a pretty sure the other specialty rounds will work the same way.

You also can't restock special ammo from the interaction menu or ammunation stores either. You have to restock from the MOC. I'm assuming they did this for balancing purposes since in the stats screen it shows that specialty ammo increases gun damage.

Side note: Tracers are pretty disappointing to be honest. The visual effect is pretty underwhelming, even at night. Since it doesn't even increase your gun's damage it's essentially just a nerf to your gun's ammo capacity lol.

So, I'm guessing that when you run out of special ammo, it doesn't switch back over and draw from the "old" pool... I guess that means it'd be smart to carry your upgraded weapon (if you equip the perks), and a regular "old" weapon as a backup. Especially since you can't refill from the Interactive Menu. Can you buy ammo at Ammu-Nation, or do you have to go back to your bunker/MOC to re-up?

HometownLC

So, I'm guessing that when you run out of special ammo, it doesn't switch back over and draw from the "old" pool... I guess that means it'd be smart to carry your upgraded weapon (if you equip the perks), and a regular "old" weapon as a backup. Especially since you can't refill from the Interactive Menu. Can you buy ammo at Ammu-Nation, or do you have to go back to your bunker/MOC to re-up?

Nope, special ammo can only be restocked from the MOC's gun workshop. Because the magazine itself is changed, it won't switch over back to regular ammo.

Holding onto a backup weapon is most likely the wisest course of action, while keeping your specialty guns for emergencies or specific situations tailored to the special ammo you picked.

HometownLC

Ah ok thanks all. Looks like im only upgrading my the "AK" and the heavy sniper maybe also the carbine. But i wont upgrade the other 3 guns because I do not like their new look.

I'm on the fence with my Combat MG. I use it a lot and wouldn't have a backup that would fill its role.

All of the other guns, except maybe the Heavy Sniper, have similarly performing counterparts in their individual weapon classes, and in the Heavy's case I'm planning on using it sparingly as an anti-jet weapon once I unlock explosive rounds, assuming they work as advertised.

The regular MG and Gusenburg can't really compare to the Combat MG in terms of accuracy and damage so limiting it's ammo so much and turning it into a niche weapon stings a bit.

ManassaxMauler

So I haven't done thorough testing, but the explosive rounds for the heavy Sniper seem okay. One shot to most normal cars, two to blow up my weaponized Tampa with armor. Haven't had a chance to take on any aircraft yet

HometownLC

So I haven't done thorough testing, but the explosive rounds for the heavy Sniper seem okay. One shot to most normal cars, two to blow up my weaponized Tampa with armor. Haven't had a chance to take on any aircraft yet

Do you mind if I ask what the ammo cap for the Heavy Sniper is with explosive ammo?

We Are Ninja

So I haven't done thorough testing, but the explosive rounds for the heavy Sniper seem okay. One shot to most normal cars, two to blow up my weaponized Tampa with armor. Haven't had a chance to take on any aircraft yet

Do mind if I ask what the ammo cap for the Heavy Sniper is with explosive ammo?

I'm wondering it will be practical as an anti-materiel rifle.

Werd. I'm anxious to see what kind of damage it does to the jets. If it'll end a car in one hit, it's like a long-range, high-precision rocket launcher. Even if it doesn't put a jet griefer down with one shot, but it'll send him/her off for a new jet quick, fast, and in a hurry.

HometownLC

So I haven't done thorough testing, but the explosive rounds for the heavy Sniper seem okay. One shot to most normal cars, two to blow up my weaponized Tampa with armor. Haven't had a chance to take on any aircraft yet

Do mind if I ask what the ammo cap for the Heavy Sniper is with explosive ammo?

I'm wondering it will be practical as an anti-materiel rifle.

Werd. I'm anxious to see what kind of damage it does to the jets. If it'll end a car in one hit, it's like a long-range, high-precision rocket launcher. Even if it doesn't put a jet griefer down with one shot, but it'll send him/her off for a new jet quick, fast, and in a hurry.

That's the hope.

With most of the AA vehicles requiring two people to use effectively, it would be nice to have a viable solo option.

Even if it doesn't insta-gib jets, if nothing else, it'll be one hell of a deterrent.

ManassaxMauler

So I haven't done thorough testing, but the explosive rounds for the heavy Sniper seem okay. One shot to most normal cars, two to blow up my weaponized Tampa with armor. Haven't had a chance to take on any aircraft yet

Do you mind if I ask what the ammo cap for the Heavy Sniper is with explosive ammo?

I'm wondering if it will be practical as an anti-materiel rifle.

36 rounds if I'm not mistaken. Now, I don't know if this game has damage drop off at range, I just popped a cop car that got upset that I destroyed my Tampa. Hit it on the nose and it went boom.

HometownLC

36 rounds if I'm not mistaken. Now, I don't know if this game has damage drop off at range, I just popped a cop car that got upset that I destroyed my Tampa. Hit it on the nose and it went boom.

Edit: just called a backup helicopter. Two shots to kill the buzzard.

Ah, thank you. That's good to hear.

It sounds like it's quite effective. Ammo is very limited but that's to be expected I guess.

Definitely turns the Heavy into a much more specialized and effective anti-vehicle support weapon.

As a side note, I feel bad for the Helisexual group since this is essentially everything they feared, if all the enhanced AA options weren't enough. Helicopters just can't catch a break between groundpounders and jets.

Jaydawg47

I just read you can only upgrade your weapons through the weapon workshop in the MOC, does the same go for upgrades on your vehicles through the vehicle workshop? (I'm afraid so because the workshop in the bunker clearly indicates you can only modify the MOC and the AA trailer.)

And are you able to store a normal PV/weaponized PV inside the the MOC vehicle workshop? In other words; does the MOC vehicle workshop have the functionality of the personal vehicle storage you could otherwise get for bay nr. 3?